Writing Modules for Hyperspace
I am editing. This may take a while. -- Dr Brain
Contents
Getting Started
The first thing you should do is check with Dr Brain to make sure someone else isn't already making a similar module. The best way to contact him is either in game (PM/?message) or via AIM/ICQ (check the Hyperspace news file).
Naming
Because of module naming conflicts, all official Hyperspace related modules are prefixed with hs_. So, for example, a kill spree module becomes hs_spree. This is not required for module submissions. You are free to name your module whatever you wish.
Style
There is a Hyperspace standard style for formatting code, but it is completely optional. You should make your interface headers easy to read, though.
Here is an example:
hs_twowords.h:
#ifndef HS_TWOWORDS_H #define HS_TWOWORDS_H #define I_HS_TWOWORDS "hs_twowords-1" typedef struct Ihstwowords { INTERFACE_HEAD_DECL int (*interfaceFunction)(Player *p); } Ihstwowords; #endif //HS_TWOWORDS_H
hs_twowords.c:
#include <string.h> //optional. others added as needed #include "asss.h" #include "hscore.h" #include "hs_twowords.h" //modules local Imodman *mm; local Ilogman *lm; local Ichat *chat; local Iconfig *cfg; local Icmdman *cmd; local Iplayerdata *pd; //interface prototypes local int interfaceFunction(Player *p); local helptext_t twoWordsHelp = "Targets: player\n" "Args: none\n" "Who knows? This is just a template file.\n"; local void twoWordsCommand(const char *command, const char *params, Player *p, const Target *target) { if (target->type == T_PLAYER) //private command { Player *t = target->u.p; //do something } else //not private { chat->SendMessage(p, "You must target a player."); } } local int interfaceFunction(Player *p) { if (something) //space between if and () { //do something } } local Ihstwowords interface = { INTERFACE_HEAD_INIT(I_HS_TWOWORDS, "hs_twowords") interfaceFunction }; EXPORT int MM_hs_twowords(int action, Imodman *_mm, Arena *arena) { if (action == MM_LOAD) { mm = _mm; lm = mm->GetInterface(I_LOGMAN, ALLARENAS); chat = mm->GetInterface(I_CHAT, ALLARENAS); cfg = mm->GetInterface(I_CONFIG, ALLARENAS); cmd = mm->GetInterface(I_CMDMAN, ALLARENAS); pd = mm->GetInterface(I_PLAYERDATA, ALLARENAS); if (!lm || !chat || !cfg || !cmd || !pd) { mm->ReleaseInterface(lm); mm->ReleaseInterface(chat); mm->ReleaseInterface(cfg); mm->ReleaseInterface(cmd); mm->ReleaseInterface(pd); return MM_FAIL; } mm->RegInterface(&interface, ALLARENAS); cmd->AddCommand("twowords", twoWordsCommand, ALLARENAS, twoWordsHelp); return MM_OK; } else if (action == MM_UNLOAD) { if (mm->UnregInterface(&interface, ALLARENAS)) { return MM_FAIL; } cmd->RemoveCommand("twowords", twoWordsCommand, ALLARENAS); mm->ReleaseInterface(lm); mm->ReleaseInterface(chat); mm->ReleaseInterface(cfg); mm->ReleaseInterface(cmd); mm->ReleaseInterface(pd); return MM_OK; } return MM_FAIL; }
Money and Experience
Money and experience points (aka exp) are what make the Hyperspace world go 'round. Nearly every Hyperspace module has some dealings with money/exp transactions of some kind.
-Fill in how to use money-
Items & Properties
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Item events
Items define actions that happen on certain events. Any module can trigger an event. Some modules, for example, have actions on the death event. Triggering an event is as simple as making a function call to the item module.
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Submission
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